Revision: 1868
Author: chambordini
Date: Monday, April 2, 2018 8:00:19 PM
Message:
Added options to modify default parts of chest armor appearances (helms, cloaks, belts, boots). NOTE: you have to use an appearance with these default parts added already for the options to show. Use old appearance changer to force such additions, as a workaround. This will be mostly be useful for the belt slot.
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Magic fang spells etc fix for shapes other than normal shapes (such as the never used dragon shape, that's what was forgotten ).
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Cleanup and giving truestrike a couple more seconds so that even potions or items casting it can be used (their quicker activation time made the spell useless in that case as it ended at the start of next round).
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Reputation system, bugfix on the update.
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Reviewing some AC stacking issues.
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Some feedback messages on reputation system.
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Taking care of special caracters ~
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- Adding a more direct check for Mystra's conversation.
- MDL update

Runes and leaf holders remain usable but you can choose to target a location with Mark Rune/Mark plant instead to save the data on your kemo_scry. Cast a teleport spell on yourself (instead of a rune/leaf holder) to get a GUI listing all your memorized locations.

Texture swap
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edited some quest text from the dynamic quests, up to debate if it's an improvement LOL
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added parasol/umbrella base description tlk entry
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added some visual effects accessories to the jewelry box, as well as some torch appearances that look like umbrellas, also tweaked the male gnomsih torch wielding animation
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Solar channeler released
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tweaked a normal map
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re-fix thanks to athorn
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a new gnome hair from the hummies
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updated the 2 other bump maps
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some elf conversions
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One progression level too many for solar channeler.
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fixed music box for dms, TURN YOUR MUSIC ON FOLKS
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some orc conversions
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Modifying spell target types for teleportation spells for the rework.
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Breach gnome bonus feat list fixed.
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TLK updates on Solar channeler entries.
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Solar shape at lvl 5 and not 4.
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a few french accents retreat from a three headed dog
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reverted last change, in hopes of not forcing a pointless download, apparently the change was not necessary, let's just say the french mustered their courage
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Consistent TLK entries for one with the cold and Piercing cold.
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missed a check to see if a var existed or not
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Feedback message to the right person for blood mark, taking care of the possibility of disguise as well.
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Leftover duration of 1 min on the solar shape, set to 3 min as was decided.
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Underdark Goblin Lake and Underdark House Zau'afin - Updates to House Zau'afin per Moridin.
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Small touch ups on the RIG.
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Unexpected consequence.
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Bug fix on Shaundakul's binding.
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Setting a rock to non-destructible for the spell's duration.
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East Uldoon Trail - Optimized the area briefly, took a couple hundred points off the framerate without reducing the quality and aesthetics of the area...Connected the new Greenest Inn.

Shield bash missed some possibilities.
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Treant for Liveoak spell.
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Liveoak spell
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Reverting enery immunity change after QC discussion.
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Arcane fire from AM now take sinto account the various possible bonuses on RTAs.
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Dimitry's final flare script.
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Check on barbarian rage in the haste spell didn't take normal rage into account.
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50 gold for identifyng services for Barnacle Bob.
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Gem merchants were too generous.
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Spelling errors
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Adding a check on scry to avoid multiple same people in.
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Check on bear warrior roar, can only be used while polymorphed into an actual bear !
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Storm avatar damage buff should reliably transfer to wildshapes, even if you unshift and shift back. Instead of adding +3d6 to one creature weapon the spell will now try to add +1d6 damage to each creature weapon.
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Parts of teleport impediment were forgotten on the last refacto of teleportation spells.
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Shadow walk and path can now use the new no-rune system, teleport impediment holes fixed.
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War drummer can now TKL drum.
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The Lions Way - Construction has begun for the new Bladestone Foundation.
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Legendary Animal Scripts
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enabling GUI choices for shapes and changing spell VFXes
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dragon speech fix
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Lion's ability
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Trying to fix to "Lure Shadow Demons" so that it won't mess up so often.
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Spellswapper functionality added to QC area for testing
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Mirror walk was forgotten, thanks to the reporter, can now also use the same no-rune system.
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legend animal wshape (new gui approach) + new elemental shapes
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cleaning NCS and unused NSS
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fixing wrong DC
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Fixing typos
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whirlpool: reducing insane regen and the hitbox of whirls
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forgot a switch
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...forgot a break also
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Wrong immunity on fire ele
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Ulgoths Beard Updates per RP DM event phase 1
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aura effect fix
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Couple of modifications to wildshape spells
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small adjustment to a spell
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wrong feat number
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Ulgoth's Beard more changes / updates for phase 1
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Control Henchmen feat
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Granting Control Henchmen
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Adding a parameter
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Light spell reviewed a bit, can cast 7 different colors, on creatures, items, placeables, doors or even a location (duration reduced from 1h per CL to 10 minutes per CL for that last possibility due to VFX wonkiness).
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Leftover cleanup.
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Reverting Give to Everyone : Control Henchmen
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Updating Control Henchmen
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Some buffs on telthor companion to amke it less laughable.
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cleaning code on Control Henchmen
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Mistakes were made.
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VFX tweak on ball lightning.
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Battering ram, great thunderclap.
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Commander Tent and corresponding NPCs removed from Nashkel.
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Ebon Blades Guildhall NPC copied from inside the guildhall and added as a sentry by the front door within Soubar.
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Ulgoth's Beard - Added New Barn for the farmer per DM Event.
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The Lions Way - Bladestone Foundation Exterior Second phase.
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Corpse in Nau'klar for quest was using wrong script
Corpse in Goblin Lake for quest was using wrong script
External part of Zau'afin Guildhall shifted over till it is relatively centered, and then location locked
Addition of one last npc to the Zau'afin guildhall
Addition of all the missing conversations and scripts for the Zau'afin guildhall
Descriptions modified on all unique npcs, also includes little lore snippets
Sounds added to the Zau'afin guildhall interior
Music changed to a more appropriate track
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The scripts and conversations. >_>
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Logical error.
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Baleful poly cleaned up and fixed.
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Axe was used a bit too liberally, putting back some scripts that were actually used.
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North, Misty Forest - Fixed walkmesh, floating trees, added ranger stands.
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BG Harbor District - Added Town Guide and cyan color to the name of Cliff Jones so he stands out more.
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NEXUS - removed old guild info sign.
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Latest MDL, hopefully the spell swapper now has a 30 day timer
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Removed trip triggers in Harbor. Edited conversations for Roy. Changed the Tavern map pin. Edited NPC names.
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The map pin for "Town Crier' Post" has been changed to "Town Crier's Post."
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Razimuth's Tower map icon removed.
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Setting all chests and gold piles in East Chionthar Ruins to plot-flagged
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Recommit of previous fix.
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Revision #2148

Another MDL change
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Fixing a door transition in BG East to BG East Homes for the fifth time.
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Every time I save the module it wants me to commit this blueprint so I'm committing it finally.
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Repo change to ignore *.NCS files (previously only lowercase *.ncs were ignored).
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Rollback to Xvart area as users were crashing while transitioning in
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Bad fix forgotten.
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Adding a feedback message on teleport circle in case of failure.
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Friendly Arm Inn Exterior and Interior adjusted and fixed conversations. Gellana has a small healing store and sells Glittergold banner. Other small fixes Thanks Maecius!
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Typo in the deity list for Deathsingers.
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Changes to Spellswap timer
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Added function to inc_dynamic_elements.NSS to clean up the spellswap table in on_module_load.NSS.

Made Spellswapper conversation silent
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Charm domain was missing on a number of deities.
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Lootgen tweaks:

- Items will now have a chance to generate with random spells on them
- Ranged weapons will now have a chance to generate with unlimited ammo (up to +3)
- Slightly tweaked scaling formulas for Damage Bonus, Damage Bonus vs Alignment, Damage Bonus vs Race, Enhancement Bonus, Enhancement Bonus vs Align, Enhancement Bonus vs Race. Maximum values were not increased, however the formulas were adjusted to be slightly more generous and give you better results at lower CRs.
- Small adjustments to the chance of rolling 0, 1, or 2 item properties from monster and bone/corpse loot (less chance of 0 properties, more chance of 1-2)
- There is now a very small chance for Adamantine Weapons to be generated from monster and bone/corpse loot
- Chest RIG CR adjusted from 5/10/15/20/25 to 6/13/19/26/32 based on chest level (should now be possible to get RIG from chests on par with the boss that guards it)
- Lootbag chance increased from 8% to 12% on non-boss monsters
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- Changed it so that spells generated on items will only be single use, 1 use/day, or 2 use/day (and not 3, 4, 5, or unlimited)
- Expanded dice roll to account for custom iprp_spells entries beyond 708
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- Excluded 164 item properties from the random spell generation
- Universal saves will now rarely RIG up to +2 (previously was +1 only)
- +4 stat roll on item *slightly* less harsh (now only requires a roll of 100 on a d100, previously required 100 on a d100 followed by a 4+ on a d8)
- Enabling magical damage bonus on RIG weapons to match shop items
- SR on RIG items scaled to match shop items
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Bug fix to fix compile errors, reverted SR scaling because those constants don't exist and I don't know how to assign the properties directly
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Misty Forest East - fixed walkmeshes , floating trees, small camp and tree stand.
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added a placeable to the pathfinders halls, also tweaked lighting & shadows, and made a simple window light spawning system which can be used elsewhere depending on the needs and wants of other builders.
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Drop corpses first when you die.
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refactored the dynamic area effects script a bit
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added missing check for guild keys for guild areas in the teleport script
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Candlekeep library - fixed walkmesh, put walkmesh plane under the statue, other small fixes.
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added greater reduce person to size-checking script for fai underground hole
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fixed typo (teh to the)
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fixed bad logic for prot from petrification
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commented out the script of a fairly useless button (disappearing pcs bug)
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re added script (it's in use as the school of necro dispel trigger)
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North Misty Forest, EDE Interior - Finished walkmesh cutting around environmental objects other small fixes.
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Doron Amar Interiors - replaced bar stools with Kemo versions and rewalkmeshed the bar.
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a logging message added
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added a short staff to the nexus shop
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DM Area D L'landra Mountains and Cave - Fixed and repaired tile mistakes, baked and saved.
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North Misty Forest East - added two NPC's per DM campaign
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blueprint hadn't saved, will be used in rig
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2 more base shortstaves for the rig, different materials
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forgot the 1 magic dmg for zalantar and weight reduction for duskwood
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added shortstaves to rig
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Amn Cloud Peak Crystal Frost Keep - changed out a couple chests
Doron Amar Interiors - changed out the static beds for walkable beds, fixed walkmeshes.
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Wrong tag for north grottoes.
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Quick fix.
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icons for new wshapes
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Change to temporarily turn the RCR withdrawal to 100%
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module.IFO change to include 3 new hak files (heads4, athornweps, tiefhairs)
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Reverted random spell generation on items until I have time to write it as a whitelist.
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Changes to stock blueprints so that Adamantine Weapons won't automatically be generated with +2 magical damage.
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Packhorses died with their owner, the era of sacrifice is now gone.
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Hellball mastery of shaping.
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Archmage spellshaping on epic call lightning storm too.
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dominate stuff hotfixed to not work on players, bad bug that needs fixing with player logout exporting
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Polymorph effect check on clubbed feet.
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Fix for spellswap dialog option
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tweaked npc in the house of the guardian at nashkel per dm golem's instructions
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added domain restrictions for new deities
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Using JX functions instead of vanilla ones should correct the DC.
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no more barbarian spell slots on rig items, hopefully
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This is the updated Tutorial Dungeon, essentially ready for insertion into the module.

- 10/10/2018 Rad-Icarus

- There is a waypoint at the entrance and a portal at the end to be used to transition in and out of the module.
- There is a module start point that should be removed, that was used for play-testing

Please remember that the 100% RCR window will end on November 15th. This will be the LAST update before the RCR window ends, so if you have any other final changes to make to your characters these next 10 days are the time to do it.

The update notes from 1 December 2018 can be reviewed in detail below. However, a few of the highlights might include:

- A "New Player" Tutorial Dungeon is now available for first-time or mostly-new players- A refugee camp has been introduced outside Baldur's Gate (reflecting ongoing DM campaigns)- Various fixes and cleannups

Thank you, as always, to all of the developers who create these fun toys with which all of us play.

Update notes from 6 December 2018 can be reviewed in detail below. A few highlights include:

- Nearly all of the public taprooms and taverns have had their inventories curated to be more lore-appropriate with regional flavors- New shapes have been added to the warlock invocation: "Word of Changing" (Subject to Adjustments/Changes/Rebalancing as Needed)- Various fixes and cleannups

As always, thank you to all of the devs who make these possible. This time around I've attached names to the ones who committed the changes, so that it's clearer who's working on what!